Knicks & Knacks

ECSTATIC [ROLE]

This is a work in progress, albeit more complate. This class will probably change.

You gain the Temper [TMP] stat. Add it to your Blood. Roll as you would for other stats, but round up.

You are a Warrior, and as such, you gain +1d3 to any combat rolls you make. You have a Contact who provides you stims while you are in civilization. You have a new Name; your old Name is a secret.

Starting Equipment: a small pouch containing 2d6 stims, one weapon of your choice, a shield, common clothes

Starting Skills: 1. Bushcraft 2. Grappling 3. Medicine

1 | Ecstasy

You may spend an action to take a stim, a specially-crafted drug reserved for warriors of your kind. You have trained to fight while under its effects, and it heightens your martial prowess.

When stimmed, you become ecstatic for [level] x 10 minutes; other creatures become manic. While ecstatic, you gain the following:

If you take more doses of stim than [level + Blood modifier] between rests, you overdose. You collapse in a drug-induced coma and awaken 1d6 hours later. You suffer -1d3 Blood, Flesh, and Spirit scores until you rest.

Learn how to craft stim from your Contact to advance.

2 | Bootleg

You may create a weaker version of stim from less pure but more readily available ingredients. A batch produces 1d3 + [HRT] bootleg stim when you do this. You still become ecstatic from bootleg stim, gaining the following:

While ecstatic and blindfolded, win a fight to advance.

3 | Vibrations

You can sense movement around you that you otherwise would not be able to see. Additionally, while ecstatic, you can sense both strong emotion and magic in other beings.

Overdose. Before you rest after awakening, overdose on a different drug.

4 | Constitution

You add your levels in this role to any rolls to resist poisons or toxins. Other drugs and alcohol have no effect on you.

While ecstatic, win a fight against [level] combatants on your own to advance.

5 | Stimulation

You cannot be surprised. If an attack misses, you may make a free attack against your attacker. While ecstatic, you may reduce any incoming damage by your Blood modifier.

Overdose. Before you rest after awakening, overdose on stims again.

6 | Tolerance

Double the amount of temporary hit points and spirit points received from becoming ecstatic. This bonus applies to bootleg stim.

Overdose once per day for 7 days to advance.

7 | Stim-Blood

Your body creates chemicals which function as a stim when your adrenaline kicks in. After your first successful attack or the first time you take damage, you become ecstatic if you are not yet. This does not count towards an overdose.

While ecstatic from this means, you may take a stim to double its effects.